Tuttle's Legendary Travels
Development Blog - All Posts in Category "Modeling"
Posted by fAB on April 10th, 2020 - 08:28 pm EDT

Hey, I've been meaning to drop a quick word on how things are going. Full disclosure here, I didn't touch TLT from the time of my last post until March 22nd. Most of the stuff on the to-do list was just super daunting and I didn't have the energy to dive into it.

[ new pier model ]

I got around that by ignoring the big stuff for now and focusing on less important tasks, like environment expansion. So far it's going well, and I've been slipping in decent work sessions regularly since then. I'm hoping the daunting tasks will feel less so after having warmed back up to the project with these easier sessions.

That's it for now. Stay safe and healthy, everyone!


Posted by fAB on July 30th, 2019 - 07:30 pm EDT

Work on the harbor environment continues, inching toward completion. The boat's textures were recently finished up and it's been added to the playable scene. There's also going to be a little interactive segment between Tuttle and a bunch of Sturmbots who refuse to let him pass (lower right of image). Programming for that is well underway, with them angrily converging on Tuttle if he invades their space.

[Boat in the Harbor]

Also worth noting, we've been in touch with TLT's lead composer to see where things stand. Although it's been a few years he says he's still on board and intends to get actively working on the soundtrack again soon!


Posted by fAB on April 30th, 2019 - 08:28 pm EDT

April was another less-than-amazing month for TLT, but we continue to inch forward. Something we hadn't quite finished up with Denise last month was interactions. Blyka has now seen to it that Tuttle can talk to her, and her animation and expression will change accordingly. The rest of Gold City is also interactive now, such as checking the trash bin and listening at doors. Unless we're mistaken, that makes playable Gold City 100% done!

Denise in Gold City

The harbor environment has (not surprisingly) been coming together a lot faster than Gold City did. A few more details and the model will be ready to hand over to Blyka for insertion into the game project.

Ryship Harbor in progress

Last but not least, there's an important element to the harbor that's kind of its own thing, and that's the boat. I'm basing it off the boat from Misadventures of Tron Bonne, but not aiming for an exact replica. I got a pretty decent start on the modeling part of things this month.

Boat model in progress

And that's it for now. It's safe to say we won't be releasing a new demo on the TLT anniversary this year, but we're looking forward to getting all this new content out to you players as early as possible.


Posted by Blyka on March 31st, 2019 - 03:22 pm EDT

And here we are again with another Monthly Tuttle after a month of no Tuttle--on the dev blog, anyway. I have been picking away at the evil input customization throughout March, and of course it's been an intermittent battle since January. And hey, what's this? It's actually ready this month!

[Input Configuration]


Bugs and such may crop up down the road like they tend to do, but I'm delighted to say it's presently good and working. At long last, the rogue gamepads that mapped walking to the trigger buttons will be forced to succumb and obey your every configuration whim.

Meanwhile in the graphics department fAB has primarily been constructing the harbor assets, touching up old models from 2012 and crafting new ones.

[Harbor]

And that's pretty much it for March, so until next time.


Posted by fAB on February 28th, 2019 - 11:58 pm EST

Denise Marmalade in Gold City

It wasn't/isn't our intention to do regular monthly roundups, but the timing and circumstances just seem to fit. First things first, as you can clearly see, Denise has reached completion! Model, textures, facial expressions, animations, everything. I would have liked to have more to show for February, but still, I'm pretty happy to mark that off the list.

Denise Model Progression

On the contrary, Blyka didn't manage to finish anything big, but his work was more spread around. Efforts for customizable input is moving steadily forward, he inserted some improved music looping functionality, and he cleaned up and consolidated a number of things at the code and component level that will allow for much easier creation and maintenance of game scenes.

Onward we go!


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